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Context Switching Paralysis, or Why we Will Always Have the Thief Debate
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<blockquote data-quote="payn" data-source="post: 8748150" data-attributes="member: 90374"><p>I think this highlights some of my issues here. Some folks will say the rules have nothing to do with it, but they certainly can. I used an example in the MMI thread about a seduction mechanic. The character has a trait that gives them an advantage if the NPC target finds them attractive. That is much different than a simple diplomacy skill that can change an NPC's attitude towards you. They both are heavy on GM adjudication, but there is far more room for the general diplomacy skill than the seductive trait. </p><p></p><p>This will likely be controversial on my part, and I want to remind folks these are my opinions I'm about to express. Some folks only play one game. That one game is D&D. So, that one game has to do everything. If you want rules lite and/or FKR, you likely ignore the bits that inhibit that, and focus on the ones that promote it. I dont view my RPG experience in a one size fits all. I dont expect D&D to suit <em>my</em> needs perfectly, I dont houserule it to fit those needs perfectly either. I play it as I see it is designed to be played. Of course, there is always a little tailoring work in houserules that bend the system. However, if the game isn't designed to play <em>rules over rulings</em>, or in the technoir genre, or whatever opposite of FKR is, I play something that is designed for such. </p><p></p><p>When I play D&D, I like my characters being good at the things they are supposed to be good at. I also happen to like that being more than just combat. I also like specific things, like being a romantic, a stern leader, or sneaky bastard. The more options I can choose to push the favor in a specific playstyle of my character the better. I can certainly see that style being in conflict with folks who just want a basic combat package and everything else just being freestyle. Snarf points out just how this gap developed over time and never really got bridged. I think modular play would have done it, but well we know that turned out vaporware.</p></blockquote><p></p>
[QUOTE="payn, post: 8748150, member: 90374"] I think this highlights some of my issues here. Some folks will say the rules have nothing to do with it, but they certainly can. I used an example in the MMI thread about a seduction mechanic. The character has a trait that gives them an advantage if the NPC target finds them attractive. That is much different than a simple diplomacy skill that can change an NPC's attitude towards you. They both are heavy on GM adjudication, but there is far more room for the general diplomacy skill than the seductive trait. This will likely be controversial on my part, and I want to remind folks these are my opinions I'm about to express. Some folks only play one game. That one game is D&D. So, that one game has to do everything. If you want rules lite and/or FKR, you likely ignore the bits that inhibit that, and focus on the ones that promote it. I dont view my RPG experience in a one size fits all. I dont expect D&D to suit [I]my[/I] needs perfectly, I dont houserule it to fit those needs perfectly either. I play it as I see it is designed to be played. Of course, there is always a little tailoring work in houserules that bend the system. However, if the game isn't designed to play [I]rules over rulings[/I], or in the technoir genre, or whatever opposite of FKR is, I play something that is designed for such. When I play D&D, I like my characters being good at the things they are supposed to be good at. I also happen to like that being more than just combat. I also like specific things, like being a romantic, a stern leader, or sneaky bastard. The more options I can choose to push the favor in a specific playstyle of my character the better. I can certainly see that style being in conflict with folks who just want a basic combat package and everything else just being freestyle. Snarf points out just how this gap developed over time and never really got bridged. I think modular play would have done it, but well we know that turned out vaporware. [/QUOTE]
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